My favorite fighting game to this day is still Soul Calibur 2. Not because of Link being in the GC version, although that helped. The reason it is my favorite is because it has the lengthiest single-player campaign and content I have EVER played in a fighting game, and probably will ever experience.
I've grown stale on fighting games over the last few years. You know why? Because they are feeling more and more like "The Varsity Club," where either you know how to play and get good or you don't. If you're in the latter category, then it feels like they're pretty much saying, "Fuck you then."
I'll take two random examples from fighting games I own and spent a ton of time on: Dead or Alive 2 and Tatsunoko vs. Capcom: both are excellent games, but are pretty bare bones as far as modes go. They have your standard story mode (fight a series of regular matches, then a tough boss at the end, done), your VS. mode, your survival mode, your time attack mode, and your practice. Practice is nice and all, they even tell you how to do moves by pausing the game and showing you your inputs. But they don't actually teach you how to play the game the right way. They don't teach you how to pull off more advanced combos and techniques, either unique to specific characters or important gameplay mechanics. DOA2 can get away with this somewhat, being a little more pick-up-and-play, but TvC is damn near impossible for a noob to enjoy (Dafuq is Baroque?) unless he or she uses a Wiimote, which then becomes a level beyond EZ-mode: "Full-retard mode." So it's convenient that your friends that have never played the game can provide some level of competency using a Wiimote, but it creates two problems (1) they don't learn how to play the right way, and (2) trolls and assholes online would abuse the Wiimote online with Zero, one of the most broken characters known to man.
Getting back to SC2, I love the game because of Weapon Master Mode. It takes the time to teach you everything you need to know beyond knowing, "A button does this, B button does that." It teaches you how, when and why to guard impact, it makes sure you understand the concept of juggling, it even breaches on the idea of frame canceling (lightly). It helped turn me from a button-mashing noob into a serious, competent player who was ready to utilize more techniques than just hoping to get lucky for a throw.
I wish more fighting games would do this. I think it would help expand the fighting game community instead of scaring people away. At the very least, it would give more of us who want to do more than play the same, tired old 20-minute story and time attack modes over and over again, or getting our asses kicked online.